#include "GameObject.hpp"

GameObject::GameObject() :
    m_angle(0.f),
    m_distance(0.f),
    m_width(16),
    m_height(16),
    m_state(STATIC),
    m_previousState(STATIC)
{
}

GameObject::~GameObject() {
}

float GameObject::angle() const {
    return m_angle;
}

float GameObject::distance() const {
    return m_distance;
}

const std::vector<std::string>& GameObject::vSpriteName() const {
    return m_vSpriteName;
}

int GameObject::width() const {
    return m_width;
}

int GameObject::height() const {
    return m_height;
}

int GameObject::floor() const {
    return 7 - ((m_distance-30) / 50);
}

void GameObject::setAngle(float angle) {
    m_angle = angle;
}

void GameObject::setDistance(float distance) {
    m_distance = distance;
}

void GameObject::setVSpriteName(std::vector<std::string>& vSpriteName) {
    m_vSpriteName = vSpriteName;
}

void GameObject::setWidth(int width) {
    m_width = width;
}

void GameObject::setHeight(int height) {
    m_height = height;
}

void GameObject::setState(State state) {
    m_previousState = m_state;
    m_state = state;
}
